PlayerActorHakoniwa class
Base classes
- class PlayerActorBase
- class IUseDimension
Constructors, destructors, conversion operators
- PlayerActorHakoniwa(const char*)
Public functions
- void initAfterPlacement() override
- void movement() override
-
void attackSensor(al::
HitSensor* self, al:: HitSensor* other) override -
auto receiveMsg(const al::SensorMsg* message,
al::
HitSensor* other, al:: HitSensor* self) -> bool override - void control() override
- void updateCollider() override
-
void initPlayer(const al::
ActorInitInfo&, const PlayerInitInfo&) override - auto getPortNo() const -> u32 override
- auto getPlayerCollision() const -> IUsePlayerCollision* override
- auto getPlayerHackKeeper() const -> PlayerHackKeeper* override
- auto isEnableDemo() -> bool override
- void startDemo() override
- void endDemo() override
- void startDemoPuppetable() override
- void endDemoPuppetable() override
- void startDemoShineGet() override
- void endDemoShineGet() override
- void startDemoMainShineGet() override
- void endDemoMainShineGet() override
- void startDemoHack() override
- void endDemoHack() override
- void startDemoKeepBind() override
- void noticeDemoKeepBindExecute() override
- void endDemoKeepBind() override
- void startDemoKeepCarry() override
- void endDemoKeepCarry() override
- auto getDemoActor() -> al::DemoActor* override
- auto getDemoAnimator() -> PlayerAnimator* override
- auto isDamageStopDemo() const -> bool override
- auto getPlayerPuppet() -> PlayerPuppet* override
- auto getPlayerInfo() const -> PlayerInfo* override
- auto checkDeathArea() -> bool override
- void sendCollisionMsg() override
-
auto receivePushMsg(const al::SensorMsg*,
al::
HitSensor*, al:: HitSensor*, f32) -> bool override - auto getActorDimensionKeeper() const -> ActorDimensionKeeper* override
- void updateModelShadowDropLength()
- void executeAfterCapTarget()
- void syncSensorAndCollision()
- void checkDamageFromCollision()
- void executePreMovementNerveChange()
- void updateCarry()
- void setNerveOnGround()
- void startPlayerPuppet()
- void cancelHackPlayerPuppetDemo()
- void endPlayerPuppet()
- void exeWait()
- auto tryActionCapReturn() -> bool
- auto tryActionCapSpinAttack() -> bool
- void exeSquat()
- auto tryActionSeparateCapThrow() -> bool
- void exeRun()
- void exeSlope()
- void exeRolling()
- void exeSpinCap()
- auto tryChangeNerveFromAir() -> bool
- auto tryActionCapSpinAttackMiss() -> bool
- void exeJump()
- void exeCapCatchPop()
- void exeWallAir()
- void exeWallCatch()
- void exeGrabCeil()
- void exePoleClimb()
- void exeHipDrop()
- void exeHeadSliding()
- void exeLongJump()
- void exeFall()
- void exeSandSink()
- void exeSandGeyser()
- void exeRise()
- void exeSwim()
- void exeDamage()
- void exeDamageSwim()
- void exeDamageFire()
- void exePress()
- void exeHack()
- void exeEndHack()
- void exeBind()
- auto tryActionCapSpinAttackBindEnd() -> bool
- void exeDemo()
- void exeCamera()
- void exeAbyss()
- void exeDead()
- auto tryActionCapSpinAttackImpl(bool) -> bool
-
void init(const al::
ActorInitInfo& initInfo) override -
auto getViewMtx() const -> sead::
Matrix34f* virtual - auto getNerveKeeper() const -> NerveKeeper* override
- void appear() virtual
- void makeActorAlive() virtual
- void kill() virtual
- void makeActorDead() virtual
- void calcAnim() virtual
- void draw() const virtual
- void startClipped() virtual
- void endClipped() virtual
- auto receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) -> bool virtual
- auto receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) -> bool virtual
- auto getName() const -> const char* override
-
auto getBaseMtx() const -> const sead::
Matrix34f* virtual - auto getEffectKeeper() const -> EffectKeeper* override
- auto getAudioKeeper() const -> AudioKeeper* override
- auto getStageSwitchKeeper() const -> StageSwitchKeeper* override
- auto getRailRider() const -> RailRider* override
- auto getSceneObjHolder() const -> SceneObjHolder* override
- auto getCollisionDirector() const -> CollisionDirector* override
- auto getAreaObjDirector() const -> AreaObjDirector* override
- auto getCameraDirector() const -> CameraDirector* override
- auto getNatureDirector() const -> NatureDirector*
- void initStageSwitchKeeper() override
- auto getSceneInfo() const -> ActorSceneInfo*
- void initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
- void initExecuteInfo(ActorExecuteInfo* executeInfo)
- void initModelKeeper(ModelKeeper* modelKeeper)
- void initActionKeeper(ActorActionKeeper* actionKeeper)
- void initNerveKeeper(NerveKeeper* nerveKeeper)
- void initHitSensor(s32 amount)
- void initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
- void initEffectKeeper(EffectKeeper* effectKeeper)
- void initAudioKeeper(AudioKeeper* audioKeeper)
- void initRailKeeper(const ActorInitInfo& info, const char* linkName)
- void initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)
- void initItemKeeper(s32 itemAmount)
- void initScoreKeeper()
- void initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
- void initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
- void initSubActorKeeper(SubActorKeeper* subActorKeeper)
- void initSceneInfo(ActorSceneInfo* sceneInfo)
- auto getFlags() const -> LiveActorFlag*
- auto getModelKeeper() const -> ModelKeeper*
- auto getPoseKeeper() const -> ActorPoseKeeperBase*
- auto getExecuteInfo() const -> ActorExecuteInfo*
- auto getActorActionKeeper() const -> ActorActionKeeper*
- auto getActorItemKeeper() const -> ActorItemKeeper*
- auto getActorScoreKeeper() const -> ActorScoreKeeper*
- auto getCollider() const -> Collider*
- auto getCollisionParts() const -> CollisionParts*
- auto getHitSensorKeeper() const -> HitSensorKeeper*
- auto getScreenPointKeeper() const -> ScreenPointKeeper*
- auto getHitReactionKeeper() const -> HitReactionKeeper*
- auto getRailKeeper() const -> RailKeeper*
- auto getShadowKeeper() const -> ShadowKeeper*
- auto getActorPrePassLightKeeper() const -> ActorPrePassLightKeeper*
- auto getActorOcclusionKeeper() const -> ActorOcclusionKeeper*
- auto getSubActorKeeper() const -> SubActorKeeper*
- auto getActorParamHolder() const -> ActorParamHolder*
- void setName(const char* newName)
Function documentation
void PlayerActorHakoniwa:: init(const al:: ActorInitInfo& initInfo) override
#include <Player/PlayerActorBase.h>
sead:: Matrix34f* PlayerActorHakoniwa:: getViewMtx() const virtual
#include <Player/PlayerActorBase.h>
NerveKeeper* PlayerActorHakoniwa:: getNerveKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: appear() virtual
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: makeActorAlive() virtual
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: kill() virtual
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: makeActorDead() virtual
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: calcAnim() virtual
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: draw() const virtual
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: startClipped() virtual
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: endClipped() virtual
#include <l/Library/LiveActor/LiveActor.h>
bool PlayerActorHakoniwa:: receiveMsg(const SensorMsg* message,
HitSensor* other,
HitSensor* self) virtual
#include <l/Library/LiveActor/LiveActor.h>
bool PlayerActorHakoniwa:: receiveMsgScreenPoint(const SensorMsg* message,
ScreenPointer* source,
ScreenPointTarget* target) virtual
#include <l/Library/LiveActor/LiveActor.h>
const char* PlayerActorHakoniwa:: getName() const override
#include <l/Library/LiveActor/LiveActor.h>
const sead:: Matrix34f* PlayerActorHakoniwa:: getBaseMtx() const virtual
#include <l/Library/LiveActor/LiveActor.h>
EffectKeeper* PlayerActorHakoniwa:: getEffectKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
AudioKeeper* PlayerActorHakoniwa:: getAudioKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
StageSwitchKeeper* PlayerActorHakoniwa:: getStageSwitchKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
RailRider* PlayerActorHakoniwa:: getRailRider() const override
#include <l/Library/LiveActor/LiveActor.h>
SceneObjHolder* PlayerActorHakoniwa:: getSceneObjHolder() const override
#include <l/Library/LiveActor/LiveActor.h>
CollisionDirector* PlayerActorHakoniwa:: getCollisionDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
AreaObjDirector* PlayerActorHakoniwa:: getAreaObjDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
CameraDirector* PlayerActorHakoniwa:: getCameraDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
NatureDirector* PlayerActorHakoniwa:: getNatureDirector() const
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initStageSwitchKeeper() override
#include <l/Library/LiveActor/LiveActor.h>
ActorSceneInfo* PlayerActorHakoniwa:: getSceneInfo() const
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initExecuteInfo(ActorExecuteInfo* executeInfo)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initModelKeeper(ModelKeeper* modelKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initActionKeeper(ActorActionKeeper* actionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initNerveKeeper(NerveKeeper* nerveKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initHitSensor(s32 amount)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initEffectKeeper(EffectKeeper* effectKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initAudioKeeper(AudioKeeper* audioKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initRailKeeper(const ActorInitInfo& info,
const char* linkName)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initCollider(f32 radius,
f32 offsetY,
u32 allocatedHitInfo)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initItemKeeper(s32 itemAmount)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initScoreKeeper()
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initSubActorKeeper(SubActorKeeper* subActorKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: initSceneInfo(ActorSceneInfo* sceneInfo)
#include <l/Library/LiveActor/LiveActor.h>
LiveActorFlag* PlayerActorHakoniwa:: getFlags() const
#include <l/Library/LiveActor/LiveActor.h>
ModelKeeper* PlayerActorHakoniwa:: getModelKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPoseKeeperBase* PlayerActorHakoniwa:: getPoseKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorExecuteInfo* PlayerActorHakoniwa:: getExecuteInfo() const
#include <l/Library/LiveActor/LiveActor.h>
ActorActionKeeper* PlayerActorHakoniwa:: getActorActionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorItemKeeper* PlayerActorHakoniwa:: getActorItemKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorScoreKeeper* PlayerActorHakoniwa:: getActorScoreKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
Collider* PlayerActorHakoniwa:: getCollider() const
#include <l/Library/LiveActor/LiveActor.h>
CollisionParts* PlayerActorHakoniwa:: getCollisionParts() const
#include <l/Library/LiveActor/LiveActor.h>
HitSensorKeeper* PlayerActorHakoniwa:: getHitSensorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ScreenPointKeeper* PlayerActorHakoniwa:: getScreenPointKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
HitReactionKeeper* PlayerActorHakoniwa:: getHitReactionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
RailKeeper* PlayerActorHakoniwa:: getRailKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ShadowKeeper* PlayerActorHakoniwa:: getShadowKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPrePassLightKeeper* PlayerActorHakoniwa:: getActorPrePassLightKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorOcclusionKeeper* PlayerActorHakoniwa:: getActorOcclusionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
SubActorKeeper* PlayerActorHakoniwa:: getSubActorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorParamHolder* PlayerActorHakoniwa:: getActorParamHolder() const
#include <l/Library/LiveActor/LiveActor.h>
void PlayerActorHakoniwa:: setName(const char* newName)
#include <l/Library/LiveActor/LiveActor.h>